#ifndef __RenderWindow_H__
#define __RenderWindow_H__


#include "U2PreRequest.h"
#include "U2PixelUtil.h"
#include "U2RenderTarget.h"


U2EG_NAMESPACE_BEGIN


/** Manages the target rendering window.
@remarks
    This class handles a window into which the contents
    of a scene are rendered. There is a many-to-1 relationship
    between instances of this class an instance of RenderSystem
    which controls the rendering of the scene. There may be
    more than one window in the case of level editor tools etc.
    This class is abstract since there may be
    different implementations for different windowing systems.
@remarks
    Instances are created and communicated with by the render system
    although client programs can get a reference to it from
    the render system if required for resizing or moving.
    Note that you can have multiple viewpoints
    in the window for effects like rear-view mirrors and
    picture-in-picture views (see Viewport and Camera).
@author
    Steven Streeting
@version
    1.0
*/
class _U2Share U2RenderWindow : public U2RenderTarget
{

public:
    /** Default constructor.
    */
    U2RenderWindow();

    /** Creates & displays the new window.
    @param
        width The width of the window in pixels.
    @param
        height The height of the window in pixels.
    @param
        colourDepth The colour depth in bits. Ignored if
        fullScreen is false since the desktop depth is used.
    @param
        fullScreen If true, the window fills the screen,
        with no title bar or border.
    @param
        left The x-position of the window. Ignored if
        fullScreen = true.
    @param
        top The y-position of the window. Ignored if
        fullScreen = true.
    @param
        depthBuffer Specify true to include a depth-buffer.
    @param
        miscParam A variable number of pointers to platform-specific arguments. The
        actual requirements must be defined by the implementing subclasses.
    */
	virtual void create(const U2String& name, unsigned int width, unsigned int height,
            bool fullScreen, const NameValuePairList *miscParams) = 0;

	/** Alter fullscreen mode options. 
	@note Nothing will happen unless the settings here are different from the
		current settings.
	@param fullScreen Whether to use fullscreen mode or not. 
	@param width The new width to use
	@param height The new height to use
	*/
	virtual void setFullscreen(bool fullScreen, unsigned int width, unsigned int height)
            { (void)fullScreen; (void)width; (void)height; }
    
    /** Destroys the window.
    */
    virtual void destroy(void) = 0;

    /** Alter the size of the window.
    */
    virtual void resize(unsigned int width, unsigned int height) = 0;

    /** Notify that the window has been resized
    @remarks
        You don't need to call this unless you created the window externally.
    */
    virtual void windowMovedOrResized() {}

    /** Reposition the window.
    */
    virtual void reposition(int left, int top) = 0;

    /** Indicates whether the window is visible (not minimized or obscured)
    */
    virtual bool isVisible(void) const { return true; }

    /** Set the visibility state
    */
    virtual void setVisible(bool visible)
    { (void)visible; }

	/** Indicates whether the window was set to hidden (not displayed)
	*/
	virtual bool isHidden(void) const { return false; }

	/** Hide (or show) the window. If called with hidden=true, this
		will make the window completely invisible to the user.
	@remarks
		Setting a window to hidden is useful to create a dummy primary
		RenderWindow hidden from the user so that you can create and
		recreate your actual RenderWindows without having to recreate
		all your resources.
	*/
	virtual void setHidden(bool hidden)
	{ (void)hidden; }

	/** Enable or disable vertical sync for the RenderWindow.
	*/
	virtual void setVSyncEnabled(bool vsync)
	{ (void)vsync; }

	/** Indicates whether vertical sync is actived for the window.
	*/
	virtual bool isVSyncEnabled() const { return false; }

	/** Set the vertical sync interval. This indicates the number of vertical retraces to wait for
	  	before swapping buffers. A value of 1 is the default.
	*/
	virtual void setVSyncInterval(unsigned int interval)
	{ (void)interval; }

	/** Returns the vertical sync interval. 
	*/
	virtual unsigned int getVSyncInterval() const { return 1; }
    

    /** Overridden from RenderTarget, flags invisible windows as inactive
    */
    virtual bool isActive(void) const { return mActive && isVisible(); }

    /** Indicates whether the window has been closed by the user.
    */
    virtual bool isClosed(void) const = 0;
    
    /** Indicates whether the window is the primary window. The
    	primary window is special in that it is destroyed when 
    	ogre is shut down, and cannot be destroyed directly.
    	This is the case because it holds the context for vertex,
    	index buffers and textures.
    */
    virtual bool isPrimary(void) const;

    /** Returns true if window is running in fullscreen mode.
    */
    virtual bool isFullScreen(void) const;

    /** Overloaded version of getMetrics from RenderTarget, including extra details
        specific to windowing systems.
    */
    virtual void getMetrics(unsigned int& width, unsigned int& height, unsigned int& colourDepth, 
		int& left, int& top);

	/// Override since windows don't usually have alpha
	PixelFormat suggestPixelFormat() const { return PF_BYTE_RGB; }

    /** Returns true if the window will automatically de-activate itself when it loses focus.
    */
    bool isDeactivatedOnFocusChange() const;

    /** Indicates whether the window will automatically deactivate itself when it loses focus.
        param deactivate a value of 'true' will cause the window to deactivate itself when it loses focus.  'false' will allow it to continue to render even when window focus is lost.
        note 'true' is the default behavior.
    */
    void setDeactivateOnFocusChange(bool deactivate);

protected:
    bool mIsFullScreen;
    bool mIsPrimary;
    bool mAutoDeactivatedOnFocusChange;
    int mLeft;
    int mTop;
    
    /** Indicates that this is the primary window. Only to be called by
        Ogre::Root
    */
    void _setPrimary() { mIsPrimary = true; }
    
    friend class U2Root;
};

    
U2EG_NAMESPACE_END


#endif
